// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: VertShader.vsh ********

// File data
static const char _VertShader_vsh[] = 
	"attribute highp vec4  inVertex;\r\n"
	"attribute highp vec3  inNormal;\r\n"
	"attribute highp vec2  inTexCoord;\r\n"
	"\r\n"
	"uniform highp mat4  MVPMatrix;\r\n"
	"uniform highp vec3  LightDirection;\r\n"
	"uniform highp vec3  EyePosition;\r\n"
	"\r\n"
	"varying mediump float  CosViewAngle;\r\n"
	"varying mediump float  LightIntensity;\r\n"
	"varying mediump vec2   TexCoord;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\tgl_Position = MVPMatrix * inVertex;\r\n"
	"\t\r\n"
	"\thighp vec3 eyeDirection = normalize(EyePosition - inVertex.xyz);\r\n"
	"\t\r\n"
	"\t// Simple diffuse lighting \r\n"
	"\tLightIntensity = max(dot(LightDirection, inNormal), 0.0);\r\n"
	"\r\n"
	"\t// Cosine of the angle between surface normal and eye direction\r\n"
	"\t// We clamp at 0.1 to avoid ugly aliasing at near 90\xc2\xb0 angles\r\n"
	"\tCosViewAngle = max(dot(eyeDirection, inNormal), 0.1);\r\n"
	"\t\r\n"
	"\tTexCoord = inTexCoord;\r\n"
	"}";

// Register VertShader.vsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_VertShader_vsh("VertShader.vsh", _VertShader_vsh, 756);

// ******** End: VertShader.vsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: VertShader.vsc ********

// File data
A32BIT _VertShader_vsc[] = {
0x10fab438,0x8d373118,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x15040000,0x0,0x4000000,0x0,0x39000000,0x20202,0x0,0x2020000,0x2,0x0,0x52020000,0x55535020,0x20,0x246,0x1,0x1,0x0,0x204,0x80,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x122000a,0xffff,0x3000a,0x0,0x0,0x17,0x0,0x0,0x0,0x0,0xfffc,0x0,0x0,0x0,0xffff0003,0xffffffff,0x170000,0x80000a,0x1,0x0,0x10001,0x1,0x20001,0x2,0x30001,0x3,0x40001,0x4,0x50001,0x5,0x60001,
0x6,0x70001,0x7,0x80001,0x8,0x90001,0x9,0xa0001,0xa,0xb0001,0xb,0xc0001,0xc,0xd0001,0xd,0xe0001,0xe,0xf0001,0xf,0x100001,0x10,0x110001,0x11,0x120001,0x12,0x140001,0x13,0x150001,0x14,0x160001,0x15,0x180001,0x16,0x37f,0xffffffff,0xffffffff,0x0,0x0,0x4,0x20003,0x80000,0x80010002,0x80018001,0x8001,0x0,0x0,0x0,0x0,0x0,0x1a1a0000,0x10847040,0x5a1b0082,0x10857060,0x9a1c0082,0x10847000,0x81830082,0x140250e0,0x70080,0x100220e0,0x3800080,0x12008020,0xb00880,0x100110c0,0x4000081,
0x1001a080,0x228a1,0xc0000,0x80000002,0x80048001,0x8004,0x0,0x40000,0x10000,0x10001,0x10001,0x10001,0x10001,0x4040001,0x1,0x50bfa10,0x3205f000,0x60d10a8,0x605f020,0x48113898,0x606f000,0x8a153882,0x606f000,0xcc193882,0x205f040,0x410338a2,0x6011060,0xefc3898,0x606c001,0x4f003898,0x606e001,0x8f863882,0x606d001,0x303882,0x1201d0c0,0xa01883,0x1201f100,0x61882,0x1c000000,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xcdcccc3d,
0x0,0x0,0x0,0x6c670a00,0x736f505f,0x6f697469,0x100006e,0x30505,0x100,0x4000001,0xf00,0x4d50564d,0x69727461,0x78,0x30316,0x100,0x10000001,0xffff,0x65566e69,0x78657472,0x5000000,0x304,0x1000001,0x40000,0x4500000f,0x6f506579,0x69746973,0x6e6f,0x3030400,0x10000,0x10000100,0x70003,0x67694c00,0x69447468,0x74636572,0x6e6f69,0x3040000,0x1000003,0x10000,0x7000314,0x6e690000,0x6d726f4e,0x6c61,0x3040400,0x10000,0x4000100,0x70004,0x67694c00,0x6e497468,0x736e6574,0x797469,0x5020000,0x1000002,0x10000,0x1000104,0x6f430000,0x65695673,0x676e4177,0x656c,0x2050200,0x10000,0x8000100,0x10001,0x78655400,
0x726f6f43,0x64,0x20503,0x100,0x2000001,0x300,0x65546e69,0x6f6f4378,0x6472,0x3040300,0x10000,0x8000100,0x30004,0x0,
};

// Register VertShader.vsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_VertShader_vsc("VertShader.vsc", _VertShader_vsc, 1077);

// ******** End: VertShader.vsc ********

